10/14/13

Game Engine Jam, Days 7-10 Recap

As I write this, the jam's about to end. The past few days were a bit slow, but I've gotten a thing or two done. I've added a basic GUI(All it shows so far is the score), and text rendering works fine.

Speaking of text, I was originally going to use Allegro's built-in text drawing stuff, but it wouldn't work no matter how much I tried. In the end, I just added a new asset type for fonts, and a simple function to draw them. In the process, though, I broke a good bit of asset loading code, and had to do a bit of restructuring. It all works now, thankfully. Anyways, I promised screenshots last time so I'll post a few. The last picture I put up was from quite a while ago, so it's probably a good idea to show some stuff off now:

As you can see, the levels scroll pretty nicely. There's still a bit of work to do
on that, but it's coming well.

The gems on the left side of the level are a trap. Instead of
adding points, they take some away...

A bonus room. You reach it by nabbing the robot in the last screenshot,
rather than just going to the level exit. Also, he gives you 100,000 points
because he's just a good guy like that.

Most of the graphics are just quickly thrown together bits of placeholder art, but I think you can see a pretty big improvement in terms of content compared to the last screenshot I posted.

This jam went really well for me. I got way more done than I believed I could in such a short time. I think I might spend a while updating the graphics next, since right now this stuff looks really bad. After that, it's back to gameplay features.

Finally, I may or may not finish my Games I Play post in time for tonight. If not, expect it tomorrow.